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Nazanin Magharei, Reza Rejaie

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Title: Nazanin Magharei, Reza Rejaie


1
PRIME P2P Receiver-drIven MEsh based Streaming
  • Nazanin Magharei, Reza Rejaie
  • University of Oregon
  • http//mirage.cs.uoregon.edu

2
Introduction
  • One-to-many streaming of live multimedia
    content over the Internet is very popular, e.g.
    IPTV
  • P2P overlays offer a promising approach for
    scalable streaming of live content over the
    Internet
  • Goal Maximizing delivered quality to individual
    peers in a scalable fashion
  • Challenges Bandwidth heterogeneity asymmetry,
    churn
  • A common approach is to push sub-streams of
    content through multiple trees gt limited
    scalability
  • Pull content delivery is a promising alternative
  • Can we design a pull-based content delivery for
    live P2P streaming that scales with the no of
    peers?

3
Mesh-based P2P Streaming
  • Overlay Construction Peers form a randomly
    connected mesh
  • Content Delivery periodic reporting pull
    requesting (swarming)
  • Key component a packet scheduling mechanism at
    each peer determines which packets should be
    pulled from each parent
  • File swarming mechanisms (e.g. BitTorrent)
    leverages the availability of the entire file
    the elastic nature of the content
  • Distribute pieces of a file among different
    peers
  • Peers exchange (swarm) their available pieces
    with each other
  • Peers outgoing bandwidth can be effectively
    utilized ? scalable
  • How can swarming be incorporated into live P2P
    streaming?

4
Mesh-based P2P Streaming
  • Incorporating a swarming content delivery into
    live P2P streaming is challenging because
  • Swarming does not accommodate in-time
    requirement of streaming content delivery
  • Live streaming provides limited amount of
    content for effective swarming
  • Status of existing mesh-based approaches
  • A couple of mesh-based P2P streaming mechanisms
    have been presented, e.g. CoolStreaming, ChainSaw
  • Various extensions of BitTorrent that
    incorporate timing
  • Few systems that claim to do this

5
This paper
  • examines how swarming content delivery can be
    incorporated into live P2P streaming
  • explores fundamental design tradeoffs
  • between overlay connectivity, peer population,
    packet scheduling, buffer requirement at each
    peer, ...
  • presents a methodology to identify performance
    bottlenecks
  • Using a new mesh-based P2P mechanism, called
    PRIME
  • Our focus is on live streaming

6
Swarming Content delivery
  • Parents progressively report their available
    content
  • Packet scheduling mechanism at each peer
    periodically (once per D sec) determines packets
    to be pulled from each parent
  • All connections are congestion controlled (RAP
    or TFRC)
  • To accommodate bandwidth heterogeneity, content
    is MDC encoded
  • Live source generates a new segment of length D
    once every D sec
  • segment packets of all descriptions with
    timestamps within t1,t1D
  • Peers delay their playout time by wD sec behind
    source to accommodate swarming
  • each peer buffer at least wD sec worth of
    content
  • What is the proper packet scheduling mechanism
  • to maximize delivered quality and minimize buffer
  • requirement at individual peers?

tp130sec
Source
tp100sec
tp100sec
5
2
1
4
tp100sec
tp100sec
3
6
tp100sec
tp100sec
wD 30 sec
7
Performance bottlenecks
  • Goal each peer expects to receive maximum
    deliverable quality through its access link
  • Two possible performance bottlenecks that may
    limit the delivered quality to each peer
  • Bandwidth bottleneck Insufficient aggregate
    bandwidth from all parents
  • Content bottleneck Insufficient useful content
    from all parents
  • How to decouple bandwidth and content
    bottleneck?
  • At each packet transmission time, if there is no
    outstanding requested packet to send, parents
    send a marked packet with the same size as data
    packet
  • How can we minimize these bottlenecks?

p2
p3
p1
Incoming Access-link
c
8
Addressing bandwidth bottleneck
Performance bottleneck
  • Prior studies often assumed a fix peer degree
  • Bandwidth bottleneck only depends on overlay
    topology
  • Incoming/outgoing bandwidth degree of
    participating peers
  • Avg. BW for a connection between parent p and
    child c
  • MIN (outbwp/outdegp, inbwc/indegc)
  • BW-Degree Condition
  • for any peer i, j outbwi/outdegi inbwj/indegj
    bwpf
  • All connections in the overlay have roughly the
    same average bandwidth
  • This leads to a high BW utilization for all
    participating peers especially in heterogeneous
    scenarios (see simulation results in the paper)
  • What is a good ratio of bandwidth to degree?

outdegp
p
indegc
c
9
Addressing content bottleneck
Performance bottleneck
  • Content bottleneck depends on both overlay
    topology content delivery
  • data unit bwpf D
  • Each parent peer should have at least one useful
    data unit per interval D for each one of its
    child peer to avoid content bottleneck
  • The availability of new data units at each
    parent peer is determined by global pattern of
    content delivery
  • Global pattern depends on the collective
    behavior of packet scheduling mechanisms at
    individual peers
  • What global pattern of delivery minimizes
    content bottleneck among peers?
  • What packet scheduling leads to the desired
    global pattern?

10
Global pattern of content delivery
Addressing content bottleneck
  • Organized View Group peers into levels based on
    their shortest distance from source
  • See the paper for more details on this
  • Intuitively, the pattern of delivery for a
    segment that minimizes content bottleneck has 2
    phases
  • Diffusion phase All participating peers should
    receive a data unit of the segment as fast as
    possible
  • Swarming phase Peers can exchange (swarm)
    their data units with each other until they
    receive their desired quality of the segment

SRC
Level 1
1
3
2
Level 2
6
4
7
5
Level 3
10
12
13
8
9
11
11
Diffusion phase of a segment
Global pattern of content delivery
  • Fastest time for pulling all data units of a
    segment from source to the lowest level
    depthD sec
  • All peers in a subtree rooted
  • at a peer in level 1 receive the same
  • data unit in a diffusion phase - diffusion
    subtree
  • The number of diffusion subtrees is equal
    to the source degree

12
Swarming phase of a segment
Global pattern of content delivery
t02D,t03D
t03D,t04D
  • Only swarming parents on different diffusion
    subtrees can rapidly provide a new data unit
  • Swarming phase at individual peers may take one
    or more intervals depending on the location of
    their swarming parents
  • How many intervals is sufficient for swarming?
  • Kmin minimum of swarming intervals
    for which 90 of peers quality gt 90
  • Total number of intervals for delivery
    of a segment (wmin ) diffusion intervals
    (depth) swarming intervals (Kmin )

2
1
3
6
7
4
5
13
Packet scheduling
Addressing content bottleneck
  • The collective behavior of packet scheduling in
    individual peers leads to the desired global
    pattern of content delivery
  • Should identify timestamp, then parent and
    description for each packet
  • New packets ? from diffusion parent(s)
  • Playing packets ? from swarming parents
  • Swarming packets ? from swarming parents
  • See the paper for further details

Swarming win.
Playing win.
New win.
Target quality
tp
Sources playout time
tmax-last
tmax
D
w
14
Performance Evaluation
  • Using ns2 simulator to properly examine the
    effect of packet level dynamics and packet loss
  • Use BRITE topology generator with 10 AS and 10
    routers in each AS
  • RED queue management on all routers
  • Bandwidth bottlenecks are at the edge
  • Use RAP as a congestion control mechanism
  • Encoded streams with MDC with 160 kbps BW/decs
  • BW-Degree condition is enforced in all
    simulations
  • D is set to 6 sec
  • Two scenarios 200 peers with homogeneous and
    symmetric bandwidth
  • scenario 700 peers access link BW 700 kbps,
    max. quality 5 descriptions
  • scenario 1.5 peers access link BW 1.5 Mbps,
    max. quality 10 descriptions
  • Focus on the behavior of the system in steady
    state

15
What is a proper peer degree?
Evaluation overlay properties
of population with quality gt 90
Degree
  • w depth 3 , Kmin is fixed across different
    degrees
  • A sweet range of peer degrees to achieve good
    performance
  • Low degree limited diversity of available
    content leads to content bottleneck ? does not
    depend on peers BW
  • High degree high loss rate leads to content
    bottleneck ? depends on bwpf thus peer BW

16
Duration of each phase
Overlay Properties
Kmin
Depth
Degree
  • depth slowly decreases independent of peers
    bandwidth
  • By increasing degree from 4 to 6, Kmin reaches
    to its minimum value of 3
  • Further increase in peer degree increases Kmin

17
Pattern of content delivery
Overlay Properties
700 kbps scenario
CDF
Avg. hop count
  • Average path length decreases with peer degree
    due to the decrease in depth
  • Distribution of path length becomes more
    homogeneous due to the increase in diversity
    among parents
  • Lost packets are requested from the same
    swarming parent

18
Bandwidth heterogeneity
Overlay Properties
  • How are the delivered quality and buffer
    requirements for high bandwidth peers affected by
    the presence of low BW peers?
  • None of the following factors has a significant
    effect on performance
  • Degree of BW heterogeneity
  • Fraction of high bandwidth peers
  • Location of high bandwidth peers

19
Peer population
Evaluation
BW 700 kbps Degree 6
Interval
Peer population
  • How does the buffer requirement at each peer (w)
    change with peer population?
  • depth gradually increases by peer population
  • Swarming intervals (Kmin) does not change with
    peer population since the number of diffusion
    subtrees is fixed
  • wmin gradually increases with population ?
    scalability

20
Conclusions
  • Presented PRIME, a new protocol for live P2P
    mesh-based streaming of live content
  • Illustrated several key design tradeoff s in
    incorporating swarming
  • sketched a methodology to identify performance
    bottlenecks
  • Ongoing Work
  • Incorporating contribution awareness into
    mesh-based streaming
  • Systematic evaluations of packet scheduling
    mechanisms
  • Dynamic addition of resources to offer QoS
  • Distributed, uncoordinated P2P video caching
  • for more information visit http//mirage.cs.uoreg
    on.edu
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